- XBIOS screen functions are forbidden with non-standard Atari screenmodes and/or multitasking environment. Your source code may work on standard ST-low mode, but is not compatible with other machines and screens.

- with GEM, use GEM functions -> VDI for screen and AES for objects/windows/events -> the function used to show bitmap on screen is vro_cpyfm (GFA's BITBLT function is similar)

- 32000 is the size for ST screen: x*y*nb_planes = 320*200*4 or 640*200*2 or 640*400*1. On FireBee or Falcon or TT, the amount is different.

-> you should read Manga Puzzle or Sygne code sources. I use a converter named 2VDI or 2DGX, to convert GIF to VDI custom format (separated bitplanes) easy to use for whatever kind of screens. As always, see the tos.hyp doc about VDI functions.

NB: learning takes time and GEM/VDI on enhanced Ataris may seem very tedious. If your goal is to learn, then I wish you good luck. If your purpose is to obtain a full grown application quickly, maybe you should explain your project to me, and I may write the correct GEM-GFA code.

Rajah Lone: Thank you very much! I will try to read code from this project!

Rajah Lone wrote:-

NB: learning takes time and GEM/VDI on enhanced Ataris may seem very tedious. If your goal is to learn, then I wish you good luck. If your purpose is to obtain a full grown application quickly, maybe you should explain your project to me, and I may write the correct GEM-GFA code.

Yes it is very hard, but very interesting for me. It is sad that there are no good tutorial/videos about modern mint development for gem apps. I think, that will be great feature if in GFA will be wizards or constructors for creating basic gem apps.

sashapont wrote:It is sad that there are no good tutorial/videos about modern mint development for gem apps.

A video or even a tube channel won't be enough. Worth a try (Vincent Rivière ?). There are very good articles from old magazines such as Claude ATTARD's in french ST Magazine, but it's hard to translate them. Read but don't use his crappy samples code. Surely some good articles exists in English language.

sashapont wrote:I think, that will be great feature if in GFA will be wizards or constructors for creating basic gem apps.

There are some GEM librairies, but only for the AES part. It simplfies work, but prevent people to understand GEM and become a master.A good way is to take an open/free/bits of sources of a program, make your own by modify it to your purposes. I started with the old MENU.PRG, GFA coded, provided with the GFA compiler, this was so bad a program that everyone wanted to fix it.

Rajah Lone wrote:--> you should read Manga Puzzle or Sygne code sources. I use a converter named 2VDI or 2DGX, to convert GIF to VDI custom format (separated bitplanes) easy to use for whatever kind of screens. As always, see the tos.hyp doc about VDI functions.

What gif format and resolution must for manga-puzzle? I tru to convert and always have crash

Yes, but as color icons. In Ressource Master or Interface, create a color icon and import the image in XIMG format. You'll have a palette problem, so convert your image to NVDI palette (better than standard TOS/GEM palette). You can unset the selected version of the icon, and some 1x, 2x, 4x bitplanes to have only a 8x bitplanes unselected icon = image. The AES translates/converts the icon/image to the screenmode.

I did it with old version of Rosemary's Racoon Strip Game (comics cover in info windows). But there are several drawback:- eats a lot of RAM.- with some old AES, convertion is bad -> better use a real image. That will work with all AES, event on TOS 1.0.

Interface is better for icon management, but Ressource Master can do it also. Finding the import option is hard, but it can be done, in the icon editor, click the icons on the top-left which enable other icons, one of them is the import function. Create your icon the save size of the image. The size should be small, huge images are not advised.

Rajah Lone wrote:Interface is better for icon management, but Ressource Master can do it also. Finding the import option is hard, but it can be done, in the icon editor, click the icons on the top-left which enable other icons, one of them is the import function. Create your icon the save size of the image. The size should be small, huge images are not advised.

Sounds in my games are raw format (no header). I use 525.PRG (five to five) sound converter, the data are directly used for DMA sound functions.use 525.PRG directly on Hatari, I don't think it will run on the FireBee.Sorry, can't find it on the internet, so provided in this post (sorry if the author read this).

You do not have the required permissions to view the files attached to this post.